Hall of Origin(Move your mouse to reveal the content)Hall of Origin (open)Hall of Origin (close)

Arena: Hall of Origin
The home of Arceus, the Original One. It has deigned to observe the duel between two Trainers. Normally it won't interfere, being the creator of justice and honor; however, should his home (Rank 5 Def, Rank 5 S Def, ??? Type) take an increment of 20 Damage (takes damage whenever a multi hit attack occurs or an attack misses, even activated by attacks such as Heat Wave and Rock Slide), Arceus will lash out with a random-typed 5 SpA Judgement against the offending party. The dimensions of the arena are 50 meters long and 20 meters wide; long story short, it'll hold pretty much anything.

Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (DW): (Innate, Locked) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.Shadow Tag (DW): (Innate, Locked) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
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Stats:

HP: 90Atk: 3Def: 4SpA: 3 (+)SpD: 3Spe: 43 (-)

EC: 6/9MC:2DC: 2/5

Attacks:

Take DownMagnet RiseMetal ClawConfusionScary FacePsychicMeteor Mash

Iron HeadZen HeadbuttIron Defense

EarthquakeProtectShadow BallRock Slide

Ralts (Katherine) {F}Nature:Modest (+1 SpA, -1 Atk)Type: Psychic

Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:

Synchronize: (Innate)

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
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Trace: (Can be activated)

This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
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Telepathy (DW): (Innate)

This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
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Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:

Synchronize (Innate)

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
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Inner Focus (Innate)

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
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Magic Guard (DW) (Innate)

This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
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Stats:

HP: 90Atk: 1 Def: 0 (-)SpA: 4 SpD: 2Spe: 104 (90 x 1.15 = 103.5)

EC 0/9MC 0DC 0/5

Attacks: Teleport

Guard SplitLight ScreenEncore

PsychicShadow BallEnergy Ball

Gerard, send out your first pokemon and state the item/ability/switch rulings!

So if he's gonna try to use the old split curse then we must be a little prepared for it, doing as much damage as possible is the ebst thing to do in my opinion, so le's try to do that, protect on the first curse so he has to use it again (that's gonna be a giant energy drain), then use an earthquake so that we can start removing Spook's health, then protect against that pain split, we must not let his recover

Just want to say that with Rank 5 defenses and no weaknesses, it is extremely unlikely Arceus will attack.HP: 90Energy: 100Stats: N/A Other: N/A

HP: 90Energy: 100Stats: N/A Other: N/A

Round 1:

Gerard walked into the Hall of Origin after years of journeying the land. He had finally reached the place! He looked around, and wondered why had he been brought here, and what was going to happen!? He looked around, the room made up entirely of gold. He noticed a stature of a pokemon in the middle of the place. He walked towards it, and looked at the caption. "The home of Arceus. Those who dare to disturb him shall suffer his wrath! Press the button to get a free clone of Arceus! Only 1 per century!" Gerard was so excited, he forgot about everything else immediately. He reached out to press the button, when someone yelled from the other side. "Hey! That's supposed to be for me! Let's battle for it!" EndQuote walked onto the arena, and sent out Litwick. Gerard simply agreed, and sent out Metang.

Litwick started by attempting to put a Curse on Metang. He called upon all the other ghosts, and his in his mind, he focused all the energy he could on to put a curse on Metang. Finally, the mind wave was sent at Metang, but ended up being blocked my Metang's protective force-field. What a waste!

Litwick, upset at the previous faliue, tried once more to put a curse on Metang. He fired the mind wave at him, and this time it hit. Metang because cursed, and it began to do damage. However, Litwick sacrificed much HP to put the curse on Metang. Metang created an Earthquake to hurt Litwick.

Then Litwick, who was in much pain, tried to splt her pain with her opponent, hoping to even it out. However, Metang knew of the trick, and protected himself. Litiwck was left suffering, while Metang was very healthy, although cursed.

Nice Job, we better finish this quick, he can't do a lot more that a little damage, and we can take that, just beware a possible pian split and you should be fine, he could try to last himself, but unless he wants to die from energy exhaustion we have this

Litwick prepared for the final blows, and used much of her energy to brace herself for the incoming attacks. Metang created a Rock Slide, but Litwick managed to survive. Then, Metang put another force-field around himself. When, Litwick tried to Pain Split, she got too tired, but endure the energy! She used it again, the force-field failed to block, and the two pokemon shared their pain!

Metang immediately started by creating another Rock Slide to hit Litwick. Litwick ended up being buried under the rocks,and couldn't move. When she tried to fire a Confusing Ray of light at Metang, she fainted from lack of energy!

Since you don't have any other mon, my little Katherine will be doing things first, first confuse our enemies, that should make his attacks not as annoying as they could otherwise be, then let's just try to do as much damage as possible

When EndQuote switched in Joltik, gerard decided to switch out his weak Metang, and switch in Ralts. Joltik immediately started by sending a Thunder Wave at Ralts. Ralts became paralyzed, however her ability, Sycnhronize caused Joltik to become paralyzed as well. Then, Ralts send a confusing ray of light at Joltik, causing him to become very confused. The confusion and paralysis together I called parafusion!! Then, Joltik tried to attack, but the paralysis held him back, and he could not move. Then, Ralts fired a ball of shadows at Joltik, in order to do some damage. She followed that up by using mental waves to confuse his mind, and do some damage. The confusion cause him to hit himself, and take some damage. However, the blow allowed him to snap out of his condition, and he came back, ready to fight.

Great, let's try to take this Joltik by reducing the power of his attacks, that should help us survive a little longer, you're paralysed so try to streach a little so that your attacks won't be hampered by it, if we can week him enough he will not be such an issue

Katherine: Will-o-Wisp ~ Disable (Leech Life) ~ Confusion*If WoW doesn't hit continue to use it until it does*If Watt can't attack A1 switch A2 and A3*The first substitution has priority over the second

Joltik started the round by attacking Ralts and trying to leech Ralt's life. The energy drained from Rals, and entered Joltik. Ralts tried to attack, but was fully paralyzed. The will-o-wisp she tried to fire were stopped. Then Jotlik used X-Scissors on Ralts, doing some serious damage, and Ralts sent some mind waves at Joltik. The waves hit a very sensitive part of Joltik's mind, and did extra damage. Then, Joltik leeched Ralt's life once more, and the energy entered his body. While healing himself, Ralts disabled that attack, hoping it would not be used again.

Katherine: Will-o-Wisp ~ Disable (Leech Life) ~ Confusion*If WoW doesn't hit continue to use it until it does*If Watt can't attack A1 switch A2 and A3*The first substitution has priority over the second

Click to expand...

Shouldn't it go:
A1 Fully Paralyzed
A2 Will-O-Wisp
A3 Confusion, or WoW again if it misses.

The second substitution is null and void because Joltik managed to attack, while the first substitution should still be in effect.

So, we need to get a bigger adventage now, confuse that odd looking spider once again, that way we might be able to continue avoiding some of that scissors, if he tries to take more life from you, you know what to do, but try to week him as much as you can, that way well have a better chance once Kirot comes out